BETA TEST: History Rewritten 1.22

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
Download

Link removed - beta test finished​



Changes


New Features
• Civilizations now generate Faith, rewarding Great Prophets
• 36 Religious Tenets to customize your religion
• Great Prophets can perform Reformations to change your Tenets
• Reformations can affect other followers of your religion
• Religious diplomacy attitudes now tied to Tenet choices

Civilizations
• Arabia: fixed issue preventing construction of Library or Madrassa
• Berbers: new leaders and refined citylist
• Egypt: Obelisk (UB) reduced to +1 production
• Israel: Bamah (UB) now allows just 1 priest

Leaders
• New Leaders: Ahmad al-Mansur, Masinissa, Yusuf ibn Tashfin
• Removed Leader: Yaqub al-Mansur
• Robert the Bruce: redesignated as Cináed mac Ailpín
• Seondeok: fixed missing diplomacy texts
• Tin Hinan: redesignated as Dihya al-Kahina
• Changed traits: Crazy Horse, Herod, Mao, Shaka, Suppiluliuma, Trung Sisters, Vercingetorix
• Numerous changes to favourite Civics
• All leaders now have a favourite Tenet

Traits
• Creative: fixed several issues with commerce from culture level
• Enterprising: ships should now retain extra cargo space when upgraded
• Financial: Corporation specialist bonus changed to a Corporation Golden Age bonus
• Humane: now grants -50% civic dissent (instead of 50% longer Golden Ages)
• Industrious: fixed several issues with production from culture level
• Philosophical: now grants 50% longer Golden Ages (instead of specialists from Great People)
• All '+100% Great Person emergence' bonuses reduced to +50%

Civics
• All Religious civics removed (replaced by Tenets)

Religion
• Buildings that used to provide Prophet GPP provide Faith instead
• Monasteries: no longer obsolete, now require a number of Temples
• Missionaries: limit now scales with world size
• Inquisitors: limit scales, always successful, and can no longer purge your state religion

Specialists
• Doctor: now provides +1 food, +1 research, +3 GPP
• Priest: provides Faith instead of GPP
• Spy: no longer provides any research

Great People
• Doctor: several art changes/substitutions (hopefully no more crashes!)

Technology
• Artisanry: new requirement to Build Culture (33%)
• Humanism: renamed Humanities
• Patronage: new requirement to Build Culture (50%)
• Philosophy: new requirement to Build Research (33%)

Corporations
• Executives: limit now scales with world size

National Wonders
• Naval Arsenal: now unlocks at Finance

World Wonders
• Notre Dame: now requires Dogma and Architecture
• Shwedagon Paya: redesigned (allows reformation of Divinity Tenets)

Natural Wonders
• Everest: +2 happiness, no longer blocks barbarians

Terrain
• Tribal Islands: no longer cause a crash when spawning barbarians

Mapscripts
• Terra: fixed an error

Interface
• Main Screen: improved positioning and scaling of progress bars
• Research Bar: fixed error when player enters anarchy
• Domestic Advisor: new Military page, numerous fixes and improvements
• Civics Advisor: completely rewritten and redesigned
• Technology Advisor: overhauled with new filters and features
• Corporation Advisor: fixed errors with the Social Welfare and Environmentalism civics
• Civilopedia: more information added, numerous tweaks and improvements
• World Builder: updated to Platy Builder 4.06d
• Stripped out several extraneous parts of BUG

Misc
• Dissent now scales a bit better with worldsize
• Vassals no longer grant happiness to their Masters​



Issues Remaining

• Art files still unpacked, expect long loading times (issue in beta only)
• Repentance button is missing (issue in beta only)
• Build queue tooltips display Prophet GPP instead of Faith​
 
I know that most of you that are likely to test this beta version are fans of the slower gamespeeds, such as Odyssey. However, in the interests of catching bugs and imbalances over the course of the full game, I'd like to request that you all try playing at Normal speed. At least to begin with. Thanks :)
 
Suggestions for capitals for new and redesigned leaders:
Ahmad al-Mansur - Marrakech
Masinissa - Cirta
Yusuf ibn Tashfin - Marrakech
Cináed mac Ailpín - Scone
Dihya al-Kahina - Mascula
 
PS: Sory for my bad EN:

Tested on normal map normal speed.
I pick Romans and my oponent Egipt.
1. it look okey. But soon Egipt got heavy ahed. I build 5 cyties. Egypt 12.
2. I see my only option is military advance so i prepare army and go.
3. When i konquer two cities (one capital whit many wonders) i see somthing is wrong.
I set income to 0% but still have loot of income.

Then i realize (After mamy turns) the Egipt put large ammout of leaders to his cities. I put only one.
Where the hell he sumon that amount? Its not 10 its about 50 in total.
1 put one GP to city. But income from old egiptian capytal was 65 from 21GP.

https://mega.co.nz/#!8N8wkSxR!oQKd5rzgBSSQqqQUzFf-iOQRdp_KF5VUQofk7wBjoX4

https://mega.co.nz/#!5Z9jWBTA!lyZrOs-c7_AmkRcehyONA3h05qsjqkZ23gW4Ewo6yss



And Bug keep placing error. when Great prophet income.. somthing 0x03ee...

Is Roman Balista (Catapult) suposed to kill enemy units?
 
Suggestions for capitals for new and redesigned leaders:
Ahmad al-Mansur - Marrakech
Masinissa - Cirta
Yusuf ibn Tashfin - Marrakech
Cináed mac Ailpín - Scone

Same as what I chose :)

Dihya al-Kahina - Mascula

Hmm, good find! Wasn't aware of this settlement. I've set her capital as Baghaya (modern Batna) as that was her main centre of operations according to an old text book I have. Mascula does sound like an important place for her though, so I'll add it as a high priority city to her list.

PS: Sory for my bad EN:

Tested on normal map normal speed.
I pick Romans and my oponent Egipt.
1. it look okey. But soon Egipt got heavy ahed. I build 5 cyties. Egypt 12.
2. I see my only option is military advance so i prepare army and go.
3. When i konquer two cities (one capital whit many wonders) i see somthing is wrong.
I set income to 0% but still have loot of income.

Then i realize (After mamy turns) the Egipt put large ammout of leaders to his cities. I put only one.
Where the hell he sumon that amount? Its not 10 its about 50 in total.
1 put one GP to city. But income from old egiptian capytal was 65 from 21GP.

https://mega.co.nz/#!8N8wkSxR!oQKd5rzgBSSQqqQUzFf-iOQRdp_KF5VUQofk7wBjoX4

https://mega.co.nz/#!5Z9jWBTA!lyZrOs-c7_AmkRcehyONA3h05qsjqkZ23gW4Ewo6yss

And Bug keep placing error. when Great prophet income.. somthing 0x03ee...

It seems you've renamed the mod, which means I can't load these saved games (not without making a host of internal changes, anyway). I'm surprised that it's actually working properly for you with the new name, there's quite a few files that need to be modified. Please rename it back to just 'History Rewritten' (back up 1.21.1 somewhere else) so I can load any future saved games you may post.

The error you're getting sounds like it might be somewhere in the AI code I've written for Great Prophets. What I suspect is happening is that the error is causing the Prophets to not be deleted after performing an action, so the regular BTS AI is settling them all in cities.

If you haven't already, please enable logging and python exceptions in your CivilizationIV.ini file. Then the next time the error happens, it will be recorded in /Logs/PythonErr.log. Post that here. In the meantime I'll see if I can recreate the issue myself.

Is Roman Balista (Catapult) suposed to kill enemy units?

Yes, that's one of its bonuses. It doesn't have a direct damage cap like Catapults do. Still has a collateral damage cap though.
 
I'll post the locations of the capitals on the Earth (Huge) map as soon as I'll get some free time and download the beta.
 
I'll post the locations of the capitals on the Earth (Huge) map as soon as I'll get some free time and download the beta.

Already done, for Earth (Large) too. Thanks though!
 
First game, no problems in the first 60 turns or so. The space for quotes on the tech pop-ups could be wider, though (see screenshot).

Second game, same settings except Temperate climate instead of Tropical, crashed to desktop while trying to create the game. Crash log appended.
 

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So i was supose to play all HR version as 'History Rewritten' ?
No 'History Rewritten 21 update 1' or 'History Rewritten 22 beta' ? :crazyeye:

That will eplain some previus events.

Yes, just 'History Rewritten'. Some sections of code need to know the mod's folder name and path, and there's no way to detect what it's been named. Has to be hardcoded. It's a bit of a pain when switching between versions, but no easy way around it.

First game, no problems in the first 60 turns or so. The space for quotes on the tech pop-ups could be wider, though (see screenshot).

Definitely, will fix.

Second game, same settings except Temperate climate instead of Tropical, crashed to desktop while trying to create the game. Crash log appended.

That crash has been around for a couple versions now, relatively rare. I may have figured it out though. I think it might be happening when a Natural Wonders is revealed to the human player too early during map generation; trying to display the message and splash screen before the UI is initialised causes a crash. Technically my NW placement code should prevent such a situation, but nothing is ever perfect. I'll add an extra check to switch off the message and movie off till the game has fully initialised, hopefully that will clear it up.
 
It's a bit of a pain when switching between versions, but no easy way around it.

What I do is append the version number for the one I'm *not* using, then truncate the one I am to just "History Rewritten". And then reverse the process if I want to switch back later.

That crash has been around for a couple versions now, relatively rare. I may have figured it out though. I think it might be happening when a Natural Wonders is revealed to the human player too early during map generation...

That would explain why I've never encountered it before. Prior to testing 1.22, I'd just been playing on the Huge Earth map for several versions.
 
Yes, just 'History Rewritten'. Some sections of code need to know the mod's folder name and path, and there's no way to detect what it's been named. Has to be hardcoded. It's a bit of a pain when switching between versions, but no easy way around it.

Actually there is a getModName() function in CyReplayInfo
 
What I do is append the version number for the one I'm *not* using, then truncate the one I am to just "History Rewritten". And then reverse the process if I want to switch back later.

That's what I do too.

Actually there is a getModName() function in CyReplayInfo

Interesting. Never would have thought to look there! Does it returns the name of the mod folder and .ini file, or the name set in the .ini file?

EDIT: Still not a solution for the Civ4.thm file path though
 
bug report on founding of wodun by AI

bug.png

Please enable logging and python exceptions in your CivilizationIV.ini file. Then when the error next occurs, post your PythonErr.log (in the Logs folder).
 
Got a series of Python errors every time an AI founded and adopted (probably just from adopting, actually) a new religion.

After adopting an AI founded religion and reforming to Prosperity and Ceremony, the bonus Commerce for the former was not listed on the Temple tooltip (though it *was* listed on the city's Commerce breakdown), and Stone/Marble were still disabled.
 

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Please enable logging and python exceptions in your CivilizationIV.ini file. Then when the error next occurs, post your PythonErr.log (in the Logs folder).

This one? :D
Spoiler :
Traceback (most recent call last):
File "BugEventManager", line 336, in _handleDefaultEvent
File "CvEventManager", line 1821, in onPlayerChangeStateReligion
File "HR_Religion", line 56, in adoptReligion
File "HR_Religion", line 963, in callReformation
AttributeError: ExpandedBuildingOptions instance has no __call__ method
 
I forgot to put logging on but I found a few issues playing as Arabia. Madrassa requires Madrassa, which makes it impossible to build. It seems School also requires a Madrassa but that might be a related problem.

I also can't build an Islamic Mosque - the button on the prophet has no tooltip and no effect is produced upon clicking on it (same for the Zoroastrian grand temple).

(Otherwise, it's a really awesome update!)

Edit: ok, this is weird. I checked and I couldn't actually build any library either. I figured you had done away with them for some reason but no, I just wasn't able to build any ever, not sure why.

Ok, found it. In CivilizationInfos, you put the Madrassa as a Library replacement, but then the Madrassa's buildingclass in BuildingInfos is that of the School. I wonder if I can switch this around and still keep playing my current game.
 
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